I'm curious as to why we have seen a huge surge in this type of player over the years? I'm not talking about people's lack of time, and games designed to be played in chunks either, because I think you can have challenging game play in small bursts. I'm referring to the bulk of MMOs these days that are designed from the ground up to just to be a faceroll in order to cater to this type of gamer. I'm not trying to be mean here, I'm just genuinely curious as to why people like content to be this easy?
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For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Mostly they gate "challenging" content around "gear" these days. The content itself isn't tough, if you spend the hundreds or whatever of hours getting the right gear.
I would love to see more challenging content, but, if I want something really challenging, it's not going to be in an MMO.
As far as MMO's go (at least mass market entries). They're aiming for the highest common denominator. That's not a place where you'll find too much focus on the niches that like hard content.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
¯\_(ツ)_/¯
Example: Ninja Gaiden is very difficult, but when you die you restart within a reasonable distance from where you died.
In a lot of the early mmos you died and could lose everything. Multiple levels, gear, etc. That's highly inconvenient and annoying, not hard.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.
But I am not so sure it is so popular anymore, most of those people have moved to mobile games by now and the devs seems to stay on the really easy difficulty by default.
I think it is time to raise the difficulty again, but it will probably be a slow process. People who weren't there in the 90s and 80s have no idea how much harder the games were and going straight back would probably mean many will ragequit. Those people are still gamers though so if they raise it slowly I think they will enjoy the challenge as well.
Many older gamers here tend to think that younger gamers are lazy and stupid but I don't agree.
If the PC games continues to trying for the gamers that are moving away from the PC (and just look on any report on how fast mobile gaming is increasing and have for the last few years) they are making a big mistake.
And nothing against casual gamers but they are leaving the ship. In a not too far future will once again PC users be dominated by gaming geeks (yeah, one of them and proud of it) and people working in offices. And if the devs can't make games we like they will go out of business sooner or later.
At least that is my theory, but it might of course just be wishful thinking.
While there are definitely people who like different levels of difficulty I don't believe easy mode is the majority.
When George Lucas made the first Star wars movie he thought he made something for a small audience, neither he nor the actors got how popular it was until their plane landed in LA for the premier and the saw the crowd (Mark Hamill stated that "there must be someone famous on the plane".
Heck, even computer gaming in general were a small niche industry not that long ago.
But you are certainly right otherwise, most companies makes products they think the majority of the people want. The problem is that they aren't always right what people like.
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As @maskedweasel said though it is harder to do "challenging". Hence as @Aori said when have they ever been hard? And as @Kajidourden said "challenging" is not the same as punishing.
Padding is no fun; in a book or in a film. Same goes for timesinks in a game.
Early days there were fewer choices; today there are lots. Early online games also offered an opportunity to "connect" with other people; today with Teamspeak and <<insert your choice of social messaging app>> who needs online games to connect?
Which means that games today have to deliver at the fundamental level. They have to entertain. And when they cease to be entertaining people will move on.
You could ask why people want to drive everywhere when once they thought nothing of a 3/10/20 mile/km walk? Answer: they had no choice. Same deal today. Peoples needs and desires (imo) haven'tchanged but the environment in which games operate today has.
It's one thing if you're a professional and actually make money playing competitive games, it's another if it's something you do for a few hours a week to mostly hang out with friends and crack jokes. Then there are players who treat gaming like it's a job for personal reasons.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
While a game based around a community of people keeping track of who's actually good at playing the game might sound kinda cool in some respects, it's not so cool to those lesser skilled people who would get left out of everything, and it's not so cool for the company's bottom line either, which is why Lunia went out of business (despite a last minute ditch attempt to make a lot of the game easier in the end) while Elsword, where you can at least get around the game's difficulty by giving the company tons of money, did not.
And I'm pretty sure most of you people don't want a game based around buying your way through the difficulty.
Those are the most extreme ends of the spectrum of skill-based gaming, I think. Most MMOs aren't that twitch as either Elsword or Lunia, but it's a good example of how difficulty in general can affect an MMO and lead to the ostracization of some people. ....or encourage the company to heavily monetize gear upgrading like crazy.
Your leveling content is your story content. It's basically your "story mode" difficulty in a single player game. Most players won't advance past this content and it's usually good enough these days to warrant a box fee and a subscription if combined with all the other events and side activities, such as crafting and housing.
Small group content is for those players looking for a bit more difficulty. It's akin to your "normal mode" difficulty setting.
Extreme modes and Mythic type small group content is like your "hard mode" in a single player games and can only be defeated if players pay attention to mechanics.
Your raids and organized PvP is your hardest mode.
So it's not that developers are just catering to the majority of gamers wanting an easy time, they're just segmenting their game into parts that are segregated from each other so that players can easily identify and access the content designed specifically for them.
What exactly does "face roll" easy mean?
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
1. Games exist for entertainment. This means different things to different people. For the older crowd (ie people with more money to spend on games) life is stressful enough and playing a challenging game might bring about unwanted stress. MMOs for a lot of people are a break from real life and all its stresses. For others, finding success in a game helps them cope with things in life. Something that helps us cope with bad things is a good thing and it's something we will want to do more of
2. The more people involved, the lower the average IQ is (this idea is from Hitler). I'm not a nazi but this idea is true. There are different ways a game can be challenging. One of them being complex. If it's challenging because it's complex then the masses will find something simpler to understand. If something is simple and challenging, then see point 1
Gamers come in all flavors.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson